Universal
Level: | Sorcerer 9, Wizard 9 |
Components: | V, XP |
Casting Time: | 1 standard action |
Range: | See text |
Target, Effect, or Area: | See text |
Duration: | See text |
Saving Throw: | None; see text |
Spell Resistance: | No |
Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even wish, however, has its limits. A wish can do any one of the following:
- Duplicate any sorcerer/wizard spell of 8th level or lower, provided the spell is not from a school prohibited to you.
- Duplicate a sorcerer/wizard spell of 7th level or lower from a school prohibited to you.
- Duplicate any other spell of 7th level or lower, provided the spell is not from a school prohibited to you.
- Duplicate any other spell of 6th level or lower from a school prohibited to you.
- Undo the harmful effects of many other spells, such as geas/quest or insanity.
- Create a valuable item, even a magic item, of up to 25,000 gp in value.
- Enchant an existing item or add to the powers of an existing magic item, up to 25,000 gp in value.
- Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
- Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same type of affliction. (For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish.) A wish can never restore the experience point loss from casting a spell or crafting a magic item or the negative levels or Constitution loss from being raised from the dead.
- Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from gaining a permanent negative level.
- Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
- Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on.
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)
Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).
When a wish spell duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.
A wish has a base XP cost of 5,000 XP. If it duplicates a spell that has an XP cost, you pay whichever XP cost is higher, not both.